Fédora (development)

Awesome :slight_smile:
Half the fun of a Redcap are the toys. As utilitarian as they may be, they put you on business

And I went with a visual theme with them, as best I could - the Russian Princess look. Fur and silver.

I do not have Delusions! I...
er...
:smiley:
Ambition can be a good thing. In ArM terms, Ambitions is not a Flaw unless it compells you to act a certain way and clouds objectivity. As a Flaw, it means you are desperate or ruthless, or maybe hoping against hopelessness. Or just dreaming. Even if you have no drive or achievment nor take a single step forward, obsessive daydreaming or endless waiting for that golden opportunity can be the flaw.

Or maybe your buddy is still in the midst of chargen :smiley:

:laughing:
I was taking the typical male pragmatic pov. My faves are the scale and wand. I was like "hm, simple, straightforward, excellent pairing as for effects to weigh and type vis, shrewd business investment..."
:smiley:

No reason why she can't look marvelous while being shrewd and business-y.

Since you're more likely to be attacked by steel weapons at close range, why don't you instead settle for a personnal ward, like Ward against Heat and Flames?
Base 15, Range Touch +1, Duration: Diameter +1, final level 25, usable 50 times per day (final level 31)
This would give you +05 soak against any and all metal attacks for a diameter

Or you could drop the uses per day to only 1, but take an extra magnitude to have +10 soak.

With range and multiple uses, you can use the item to put protection on others as well.
Soak wards are cool. Intellego effects that grant a bonus to defense work well also.
A constant effect may be useful here as well.
Wait! I do believe the effects that you allude to prevent you from carrying wood or metal. Maybe a soak ward or intellego effect would suit better.

It stands to reason that, if you use an effect to repell metal/wood/whatever from you, it'll also repell what your carry.
For this, I usually either forego the warded thing (which is what I thought he'd be doing), or add one extra magnitude so that the effect doesn't repell Personnal metal/wood (it'd still prevent you from picking up something, of course).

Intellego effects don't have that drawback, of course.

Seconded. The exception, of course, is with a talisman since it's a part of you and not something else, at least when you're touching it. So when touching your talisman, a ward would be outside of it and not repel it, just like a ward against humans doesn't make you explode by repelling your body parts from yourself.

I say that the easiest way to handle it without severe design alteration is to say each bracelet grants a +5 Soak (diverting or absorbing the blow). Add +5 per additiona magnitude. Or call it a +5 Defense bonus. Regardless, the idea is so that your personal items don't fly away (including the magic bracelets)

So, either a +5 Soak vs. wood or metal, or a +5 Defence Bonus likewise? Okay, I'll think about it and see which feels righter.

I have to ask... Is "Fedora" the "Redcap" a linux reference?

Um...no, it's a hat reference?

Exactly!

redhat.com/resourcelibrary/a ... ce-evolved

Hunh. I guess that my "something I learned today" for the day. But I meant the literal hat.

I'm overthinking, again, aren't I? :smiley:

Added Christmas stuff: 1 Confidence point, 1 pawn Aquam vis. Too young for Aging rolls.

Something that occured to me while poking over the wiki.

According to the rules for Wards against mundane substances, her Bracelet Proof against Steel should provide a a base soak bonus of +05, not total immunity. You could drop range to touch and upgrade duration to Sun, twice per day. This would ward you against any and all metal for +05 soak for the effect's duration.

Yet, it seems what you want instead is a variant on "Repel the Wooden Shafts", but for metal weapons? In which case, this is different, and, IMHO, you should use the lower Base 2 guideline (keep earth away from you, under your conscious control") and apply similar rules to Repel the Wooden Shaft (it affects one weapon, you must be conscious of it, the attack fails, blah blah blah). The upside is that you gain 3 magnitudes, that you could use to upgrade another enchantment. The downside are obvious, like for RtwS.

Hum... Likewise, it seems to me your Red Cap of Warmth uses the wrong guideline, since, as I read it, its purpose is to keep you warm, period. IMO, it should use CrIg base 2 (heat an object to be warm to the touch) on you. This saves 2 magnitudes, so, for exemple, you can put the duration to Concentration (-1), give it 50 uses per day (+1), which allows you to keep you and about 25 person warm 24/24, and still save 2 magnitudes to upgrade another enchantment. Like, having your bracelet proof against still give +15 soak against any and all metal for Sun duration, twice per day. Or you could combine this with the "repel" variant to have 5 extra magnitudes of enchantments :smiley:

Oh, and as I see it, your boots of the march also eliminate wound penalties, not just fatigue. In fact, IIRC, this is exactly how the Tireless Flight works.

That is what was basing the bracelet on, yes. Would keeping it at the higher magnitude allow her to deflect all metal-based attacks that she's aware of in a given round, or all such attacks period? (I think I would prefer the former, as that has a more cinematic feel, of Fédora yelling "Vy propustili!" every round, with everyone missing somehow, only to be brought low by a knife in the back.)

Can a device maintain 50 separate effects at Concentration?

As I understand it, "Deflect the Wooden Shafts" targets an individual item made of metal. Specifically, it is not a ward. Problem is, to target something with it, you need to be aware of it, so using the higher magnitude is useless.
Hum... OK, let's map this out, possibilities as I see them:

  • Base 5, +2 metal, range: touch, ward: Gives you + 05 soak against all metal-based attacks for the duration, whether you're aware of them or not. Think "magical armor"
  • Base 2, +2 metal, range: Touch, Ward: Same thing, but it only works against all attacks you're aware of. Think "magical shield".
  • Base 2, +2 metal, range: Voice: As "Deflect the wooden shaft", but with one metal attack. You seize his weapon and move it away.
  • Base 5, +2 metal, range: Voice: As above: the need to target a specific attack means the base 05 brings nothing more.

For what it's worth, I'm not a great fan of limitless defenses or attacks. The idea that one could easily deflect the death star if it fell upon him is, IMO, "meh", just like the fact that, with a good enough stress roll, a grog can rip Fenrir in two with its base hands :unamused:.

IIRC, it isn't forbidden. Of course, this may simply be an omission. But I can't see why not, from a game balance viewpoint.

Let's assume 2 similar effects, one with Sun duration, the other in which the item maintains concentration, the two of them being cast 50 times per day.
In both case, duration add either +10 levels or +05 + 05 levels. So the 2 items will be equally hard to make.

  • Effects cast by the first item will last at most until sunrise/sunset, although the item wielder may, by concentrating, be able to keep a few of them going. If the item is destroyed, they all expire at once.
  • Effects cast by the second item last until sunrise/sunset.

So, a not-so-random question.

A Redcap has to spend two seasons of service, and has two seasons "free" to do other things.

Since Andorra does not, technically, belong to a Tribunal (neither Iberia, Normandy, nor Provençal), who determines Fédora's service? Or, perhaps more accurately, who does she render service to? Normally, it would be (I think) the Tribunal, delivering messages.

Would she perform service to the House as a whole, going from one Tribunal to another (even far-flung Tribunals such as Novgorod or Loch Leglean)? Would she serve each neighboring Tribunal in turn?

(And this would probably go for Tiana, as well, I would think.)